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πŸ“Œ Educational & Research Purpose Only πŸ” Sharing publicly available source code for learning ❌ No selling ❌ No buying ❌ No promotions ⚠️ I am not responsible for misuse πŸ“š For knowledge & awareness only MODs & Kernel Resources.β˜‘οΈ

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  if (ByHAXBEYPublicXEffet) {
   kFox::SetSearchRange(RegionType::ALL);
kFox::MemorySearch( "10.0", Type::TYPE_FLOAT);
kFox::MemoryOffset( "46.0", 4, Type::TYPE_FLOAT);
kFox::MemoryWrite( "1999", 0, Type::TYPE_FLOAT);
// Sincerely, (CNC - MANAGEMENT)"
   LOGI("HAXBEY PUBLIC X-FC!");
   kFox::ClearResult();   
  } // 120FPS + NO CRASH
PUBLIC X-EFFECT 32/64X 120FPS+ NO CRASH

if (HAXBEYPUBLΔ°CFLASH) {            
if (g_LocalPlayer->PoseState == ESTEPoseState::ESTEPoseState__Crouch ||  g_LocalPlayer->PoseState == ESTEPoseState::ESTEPoseState__CrouchSprint)
                {
                    ByHAXBEYPublicFlash = true;
                }
                else
                {
                    ByHAXBEYPublicFlash = false;
                }
            }             
            
auto localPlayer = g_LocalPlayer;
if (localPlayer && localPlayer->CharacterMovement) {
     if (ByHAXBEYPublicFlash) {
        // ByHAXBEY Public Flash Speed Sdk 
        localPlayer->CharacterMovement->MaxWalkSpeed = 9100.0f;
        localPlayer->CharacterMovement->MaxAcceleration = 37000.0f;
        localPlayer->CharacterMovement->BrakingDecelerationWalking = 0.0f;
        localPlayer->CharacterMovement->GroundFriction = 18.0f;
        localPlayer->CustomTimeDilation = 6.3f;
      } // Best regards (CNC - MANAGEMENT)"
  }
PUBLIC SPEED CODE SDK-BASE GL/KR/VN/TW 32/64X

if (ByHAXBEYPublicΔ°nstaHit) {
     std::vector<ASTExtraShootWeaponBulletBase*> WeaponBullets;
     GetAlllActors(WeaponBullets); 
     for (ASTExtraShootWeaponBulletBase* Bullet : WeaponBullets) {
      if (!Bullet) continue; 
      if (UBulletMovementComponent* BulletMovement = static_cast<UBulletMovementComponent*>(Bullet->PMComp))  {
       BulletMovement->bNeedStopWhenImpact = false; 
       BulletMovement->bTraceComplexOnMove = false; 
       BulletMovement->bIgnorePhysicsVolume = true; 
       BulletMovement->bShouldBounce = false; 
       BulletMovement->Bounciness = 0.0f; 
       BulletMovement->Friction = 0.0f; 
      } // ByHAXBEY Public Δ°nstant Hit Code :)
      Bullet->bLaunchWithGravity = false;
      Bullet->LaunchGravityScale = 0.0f;
      if (Bullet->PMComp)  {
       Bullet->PMComp->ProjectileGravityScale = 0.0f; 
      } // Sincerely, (CNC - MANAGEMENT')
      Bullet->bEnableClientBlockVerify = false;
      Bullet->bReplicateMovement = true; 
      Bullet->bReplicates = true; 
      if (Bullet->CustomTimeDilation == 1.0f)  {
       Bullet->CustomTimeDilation = 30.f;
      }
     }
    }
Public Δ°nstaHit Code SDK-BASE GL/KR/VN/TW 32/64x

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